• 0

    posted a message on Creating a function - Events
    I'm not sure what you are trying to do. You cannot change the return type or parameters of an event function (I believe you are referring to a trigger), and you cannot add events to a custom function. Best you can do is to create a trigger that calls your custom function, like you did. It looks like you have made a complicated way of testing when a unit enters a region. For that, you can just use the event Unit - Any Unit Enters Region
    Posted in: Miscellaneous Development
  • 0

    posted a message on Adding a marine shield to a Hydralisk?how?
    Basically, just do what this guy did http://forums.sc2mapster.com/development/map-development/2049-psionic-zergling-effect/ I tried it out, and got something to work. I would have liked an attachment point on the left arm, but I couldn't find anything that seemed right.
    Posted in: Miscellaneous Development
  • 0

    posted a message on Anoying new data editor
    Quote from kozm0naut: Click the first little orange icon above the datasets to toggle between spreadsheet and field input
    That changed it back, thanks
    Posted in: Miscellaneous Development
  • 0

    posted a message on Movers..?
    Sorry about reviving an old thread, but I want to do something similar again. Like above, I want to make a projectile move out behind the caster, arc around and hit the target. But this time I want to make it arc downwards. If I just copy the above example and change the 2nd throw vector to down, I get a weird motion when blending to the 3rd. I assume it is because the roll of the projectile is wrong, but I can't figure out which field to set.. Orientation.Roll doesn't seem to have any effect.
    Posted in: Miscellaneous Development
  • 0

    posted a message on Anoying new data editor

    This new data editor realy anoy me. I try to edit a bunch of throw vectors in a mover, but everytime I enter a didget, the data editor want to refresh, scroll back up to the top and deselect my selected motion phase. That means that if I want to change the x of a throw vector to -0.95 I need to scroll down 3-4 times... sigh!

    Is it possible to revert to the old way of displaying it?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Orders

    Hmm.. I'm thinking you could make a new super fast unit and make it try and run through, if too much time passes you could assume that the way is blocked. The unit should not collide with ground, u could set it to collide with Unused (Land 2), and also set the player's units to collide with this.

    I haven't tested it or anything, so I don't know if it will work propperly.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Making a point defense drone movable

    Yep, that was what I had missed. Thanks

    Posted in: Miscellaneous Development
  • 0

    posted a message on Making a point defense drone movable

    As the title suggests, Im having some difficulties making the Point defense drone movable. I tried adding the move ability, and changing the movement speed to something other then 0, but I still get an error in-game when I right click to move it (No unit selected that can handle that command).

    I know I might be able to just copy another unit and set the point defense drone actor to this unit, but if anyone know how to make the original point defense drone move, please explain it

    Posted in: Miscellaneous Development
  • 0

    posted a message on Can you Hide Unit Resource Costs?

    This is probally just a bug, but I noticed that if you make a requirement like show: 0 == 0, and add that to the button in the command card, the minerals/gas/food/time required doesn't show

    Posted in: Miscellaneous Development
  • 0

    posted a message on Decloak link?

    The cloak abilitis are just toggleable behaviors, so decloak is in the same ability as cloak. It just has 2 commands, so if you also want to give your unit the ability to decloak, just add an ability command for cloak - decloak in the command card.

    Posted in: Miscellaneous Development
  • 0

    posted a message on requires level x (how do i)

    If you are up for a bit of reading, there is a hero tutorial which includes this (see the 3 videos in the buttom). I haven't followed it myself, but his demonstration seems to work.

    http://www.sc2mapster.com/api-docs/getting-started-with-galaxy-edit/complete-hero/

    Posted in: Miscellaneous Development
  • 0

    posted a message on Copy Terrain?

    drag with the mouse form one corner to the other

    Posted in: Miscellaneous Development
  • 0

    posted a message on Copy Terrain?

    you can mark it (although it doesn't show as marked), and then just ctrl - c, ctrl - v

    Posted in: Miscellaneous Development
  • 0

    posted a message on Adding models/actors

    To add an actor to a unit, you can either copy the actor and set the unitName field to your unit (its the top most field), or you can not copy the actor, and look in the events+ field for the actor you wish to add to a unit. There will be a bunch of events you will need to register for your own unit, such as UnitBirth.Interceptor2 Create

    But to give the medivac interceptors, the easiest thing in my oppinion would be to add the abilities "Carrier - Hanger" and "Queue (5) (Hanger)" to your medivac. Also remember to add train interceptor in the command card

    Edit: You also need to add the "Carrier - Weapon" as a weapon to the medivac

    Posted in: Miscellaneous Development
  • 0

    posted a message on Unpathable air?

    Hmm. I want the air units to be able to move up and down some cliffs, but not others, so only making them ground units wont do it. I haven't found any triggers that can set pathing (maby you can change it somehow with CatalogFieldValueSet(...) ?)

    It wont work to order units to move out of the region, since I want the pathing algorithm to make the unit pick a path around it.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.